anv: Avoid emitting UBO surface states that won't be used

This shaves around 4-5% off of a CPU-limited example running with the
Dawn WebGPU implementation.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Jason Ekstrand
2019-10-29 16:10:49 -05:00
parent 24c0545b2d
commit beca63c6c0

View File

@@ -2118,7 +2118,8 @@ emit_binding_table(struct anv_cmd_buffer *cmd_buffer,
return VK_SUCCESS;
}
struct anv_pipeline_bind_map *map = &pipeline->shaders[stage]->bind_map;
struct anv_shader_bin *bin = pipeline->shaders[stage];
struct anv_pipeline_bind_map *map = &bin->bind_map;
if (map->surface_count == 0) {
*bt_state = (struct anv_state) { 0, };
return VK_SUCCESS;
@@ -2292,6 +2293,16 @@ emit_binding_table(struct anv_cmd_buffer *cmd_buffer,
break;
case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC:
/* If the shader never does any UBO pulls (this is a fairly common
* case) then we don't need to fill out those binding table entries.
* The real cost savings here is that we don't have to build the
* surface state for them which is surprisingly expensive when it's
* on the hot-path.
*/
if (!bin->prog_data->has_ubo_pull)
continue;
/* Fall through */
case VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC: {
/* Compute the offset within the buffer */
uint32_t dynamic_offset =